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Yup. It's class level.


Oh! I like that! Every time the target gets shot, they laugh while saying, "It hurts so bad!" LOL

Of course, it's a pretty easy save to make at that level. Unless, maybe, she targets only the fighters. If that's the case, Calamitous Flailing or confusion could be useful. Or maybe Mind Maze.... They get lost wandering around the library during the fight. LOL


What kind of wand are you giving her? You can always make the revolver magic, built to take a wand and uses 2 charges from it every time it's fired and uses the wand at the same time.


Well, reading all these comments, I think I'm gonna start investing in scrolls written in braille (and learn to read braille) and scrolls with dispel magic modified by silent spell.


It doesn't matter what the range is. You can tell by the description, the intent is the warpriest simply speaks the spell and it happens, but only to the warpriest. He doesn't have to touch himself even though the range is touch or personal. It would make no sense to me that a warpriest would have to touch himself while casting waterproof. As a swift action, he just speaks the spell and it happens.

As for touch requiring a free hand, as Melkiador stated, it says nothing about a hand. Most would naturally think of using a hand, but you could technically kick somebody in the butt, tell them to "get back in there" and cast CLW. I'm sure, many GMs would rule on the type of touch needed for each spell. I personally would require some form of meaningful touch for a CLW depending on the deity. Irori may pinch or slap or scratch while Calistra may require a kiss or groping.


What.....? No mime jokes?


Flying-Kraken wrote:
Whale_Cancer wrote:
I want a setting that does gnomes like garden gnomes...
An order of druids that stations themselves in public parks to bring nature to the city folk, wear conical hats, and stave off the bleaching with harmless pranks and creative landscaping. Sounds great for PC and NPC alike.

I love it! I may have to steal this. I run a Pathfinder game that has some cheesy little bits in it. There's a lost temple in a grove where there are numerous small wells where anyone can pray for minor orisons.... Orison Wells. This seems like a god place for the garden gnome. LOL


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Not sure how you'll be able to balance the lack of spellcasting at higher levels with the encounters.
If you're not familiar with Iron Heroes, I would suggest checking that out. It's d20 and would only take a few minor tweaks for it to fall inline with Pathfinder. I played in a campaign, years ago. It was pretty balanced with being low magic.
Even if you decide not to just run that system, they may have ideas you can pull from.


What about Magus Kensai?
I've never thought about a build like this, but with the Canny Defense and free weapon focus at 1st level, plus the shield spell, you could take this at 1st level then 5 levels of swashbuckler then back to Kensai.
Unless you're specifically looking for other abilities....


Yeah. I was gonna say it was a black... iron axe as opposed to a black iron... axe.
Everybody already beat me to it. LOL


Diego Rossi wrote:
Chuck Mount wrote:


I haven't seen the magus ability that lets him teleport and then do a full attack. If that's a thing, it's ridiculous. LOL

Spell combat and casting Dimension door + Dimensional Agility is one way to do that.

Another way is Spell combat and casting Bladed Dash or Force Hook Charge.

Spell combat and any spell that moves the Magus can move him away, often at little or no risk of an AoO.

Right. As I said, though, it's very limited. Mythic can do it every round, all day long.


TxSam88 wrote:
Chuck Mount wrote:

I haven't seen the magus ability that lets him teleport and then do a full attack. If that's a thing, it's ridiculous

I haven't seen any rogue talents that lets you ignore being hit and then teleport away.

Spell combat and just about any teleport spell will give a teleport and full around attack..... my current character is using Phase Step, I wish it worked with Dimensional Slide.

Shadow Duplicate is pretty close to the Loki trick, just lacking the teleport, and there's always the Cloak of fiery vanishing, or the Cape of the Mountebank. both would be similar to the Loki effect.

Very cool! I never put that together when I played a Magus, for some reason. I kept doing attack spells with that ability. Still... It's a lot more limited that the mythic ability. Our paladin can move anywhere he wants, for the most part, and get a full attack every round for as long as the combat lasts.

Mirror Dodge, though, is a lot more powerful than any of your examples. As an immediate action, after I'm hit, I can spend a mythic point to teleport up to 30 feet away and leave behind an illusory duplicate that actually gets hit. The rogue ability still leaves the rogue there to get hit, again. The two magic items aren't really close and all three examples are a lot more limited in uses. We've reached a point where I can do it 13 times a day if I don't use mythic points for anything else and I rarely use them.


TxSam88 wrote:
Chuck Mount wrote:


The DM has started maxing out HPs or, in a couple of cases, adding 300+ to the HPs and increasing AC so combat will last longer than one or two rounds.

we've been doing this in our "normal" games, plus adding some Advance's to the bad guys for years. Pathfinder AP's (and normal CR rules) seem to be built around 4 low to moderately experienced players, playing non-optimized characters, and still being able to win most of the time. Any level or player experience and/or character optimization, seems to really swing the power level far into the players favor.

It's not hard to build Normal characters that can do some of the things you list. A Magus can use any of the various teleport spells and make a full attack, a Monk can get his speed up to 100. Confirming every crit is a bit more difficult, but you can make it pretty easy to confirm. there are some Rogue Talents that allow the "loki" trick.

I haven't played Mythic yet, but it's coming up in our list, so I've been reading over the rules, and it seems to me that quite a few of the things you can get from Mythic, are already available to other classes. I just finished a campaign with an exploiter wizard, who could change the element of any spell, something he can do with this first exploit, but there's a mythic talent that allows the same thing.

So while I see lots of people say mythic is broken, I see that a lot of normal characters can do quite a bit of the same stuff.

I haven't seen the magus ability that lets him teleport and then do a full attack. If that's a thing, it's ridiculous. LOL

A monk can get his speed up to 100, but I'm talking about a paladin with mythic smite moving 100 feet and then hitting 3-5 times and doing around 40-60 damage with each hit.
Both paladins have the ability to reroll 1's and one of them can make an opponent reroll. Next tier, one of the paladins is taking the mythic ability that makes it so you don't automatically miss on a 1.
I haven't seen any rogue talents that lets you ignore being hit and then teleport away.


I played in a game where we had a halfling paladin who rode a capybara. It has a swim speed. LOL


Yeah. I feel like, if the mythic rules were used in a homebrew adventure where the GM sets the encounters, it could be better balanced.

So, the mythic rules could work if thought was put into the encounters. The AP is what wasn't balanced.


The issue we're having with the Mythic rules and Wrath of the Righteous is, we're not concerned with the battles. It's either a race to see who kills the bad guys faster or a competition to see who can pull of the coolest maneuver. Even fighting the other mythic critters, so far, aren't a challenge at all. Like when we fought the mythic dragon a few levels ago. We were so concerned that we quickly buffed and unloaded with our most damaging abilities and killed it in one round.
We were doing arena fights and those were a lot of fun because we had to purposefully hold back and try and make the combats last longer. We weren't taking all of our attacks and not buffing or using spells to seriously mess with the enemies. The challenge was NOT to kill them too fast.
Don't get me wrong, I like wading through bad guys on occasion, but when there's no threat in any combat, the thrill kind of fades.
It seems strange that they would write an AP just for players to mop the floor with enemies with no challenges.


We're running a group of 4. 2 paladins, 1 cleric and 1 conjurer/ fighter/ arcane archer. I'm the arcane archer and specifically not power gaming every level. I'm the weakest of the group, but I can spend a couple of mythic points and deal 90 damage automatically with mythic magic missile and my maximize metamagic rod. I'm rarely targeted, but if I am, I pull a Loki and make it so it was an illusionary image that was hit and I teleport 30' away. The paladins have a contest to see who can do the most damage. One is a crit-monster that always confirms and can reroll attack rolls or something broken like that. The other paladin has a couple of abilities that let him basically move anywhere on the battlefield he wants because he can get his movement up to over 100 BEFORE I cast Haste. Now, we jst got tier 6, and he took the ability that lets him take a full attack after moving. LOL WTF??
The DM has started maxing out HPs or, in a couple of cases, adding 300+ to the HPs and increasing AC so combat will last longer than one or two rounds.

We've played other APs and, while they can be easy in some cases, they aren't normally a walk in the park like this is. We fought a mythic dragon, and I don't think it ever got to attack. If it did, it wasn't memorable. Of course, a lot of this is decided on dice rolls, but still. It seems waaaay too easy. Like I said, it feels like it was never play-tested. It's like they just came up with a bunch of cool god-like abilities, put them on paper and said, "Okay. Print it".


So, I've been playing Pathfinder 1e since the Beta was released. I was partial owner of a game store and dove right into it.
We're finally getting into Mythic rules playing Wrath of the Righteous. I know... We're a little late to the party, to say thr least.
We're 14th level and 6th tier and we haven't had any real challenges except when the DM massively beefs up the bad guys.
It kinda seems like Mythic rules weren't really playtested. Anybody else have these issues?


"3) Spells from a corporeal source and effects that deal no damage, have only a 50% chance to work at all.

Does this include damaging spells as well? If so they would be considerably worse than physical magical attacks? "

If a spell deals no damage (i.e. Slow or Web), have a 50% chance of working.
Just like it says for damaging spells, "Spells and magical attacks deal only 50% damage.", damaging spells do 1/2 damage.


Just out of curiosity, what's the rest of the group playing?


happykj wrote:

(not related to the topic)

Chuck Mount wrote:
Cool. I thought there was yet another function that I wasn't aware of. LOL

https://paizo.com/community/forums/pathfinder/firstEdition

it actually does show "(Moved from Rules Discussion)" if you view in the main forum (but not in the subforum)

Ooooooohhhhhh.... You mean, I have to actually READ. LOL

Yup. I missed that. My eyes just overlooked that text. Now I know it's there. Thanks!


Taja the Barbarian wrote:
Chuck Mount wrote:
Taja the Barbarian wrote:
Chuck Mount wrote:

This is actually the PF1 forum. The link you shared leads to the Pathfinder card game forum.

The thread was started in the PF2e Rules forum before being moved to the PF1e Rules forum
Ah. Gotcha. Is there a way I could see that or did you just see it over there and then over here?
i just happened to see it when it was originally posted: I don't think there is any way to tell after it has been moved...

Cool. I thought there was yet another function that I wasn't aware of. LOL


Taja the Barbarian wrote:
Chuck Mount wrote:

This is actually the PF1 forum. The link you shared leads to the Pathfinder card game forum.

The thread was started in the PF2e Rules forum before being moved to the PF1e Rules forum

Ah. Gotcha. Is there a way I could see that or did you just see it over there and then over here?


This is actually the PF1 forum. The link you shared leads to the Pathfinder card game forum.


You don't need to track leveling up. Level loss from the Fool card isn't a time reversal. You just forget. At the levels you SHOULD be if you encounter the Deck of Many Things, the difference between a level of HPs shouldn't be the difference of life and death in an encounter. Whether you lose the exact amount you gained when advancing the level, rolling for the loss or losing the minimum, it's not gonna be a drastic difference.

It's simple. Just roll and lose that many HPs and lose the appropriate number of skill points, Base attack, feat, class abilities, etc...


I would agree. You lose the XP. If you lose enough to be the previous level, that's where I think you should be. Roll and subtract HPs and remove skill points. You're not reversing time, so it doesn't have to be the exact same number of HPs or the same exact skilled you gained last level. The Fool makes you forget things. You could forget everything, not just the most recent thing learned.
That's how we did it in 2e and 3.5 and, while it was a bummer, it wasn't a character killer. It was about the story. Not the mechanics and it was fun building back up. In 3.5, the player who drew the Fool, used it as a life-changing event and took his next level in wizard and the DM let him slowly shift to necromancer. They sat and worked out the emotional drain and train of thought that led to the change.


I'm using a life oracle in Carrion Crown. I didn't focus entirely on healing, though. I'm playing and elf and took some feats with the bow, but the channel energy, cure spells, spirit boost (giving temporary HPs when you heal past max HPs) and energy body (which came in surprisingly handy a few times with the elemental subtype), he's actually a very good healer. If I'd have actually focused on that, he'd be even better at it.


Just curious, how do the other players react to her? Do they moan and roll their eyes when she obliterates an encounter? Do they just sit back while she handles everything? Do they race to do as much damage before she ends the fight?
Does she intentionally take over the encounters? Des she give others a chance to shine?


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Copy her character sheet and have her fight herself.

Or just make a character that breaks all the rules like she did. If a player wants to powergame, I'll powergame, too. If a player has been allowed to break the rules then you need to break the rules too.

The REAL solution is to sit down with the player and explain that you made a mistake and in order to keep it fun and challenging (and less of a headache/ chore for you), the two of you need to sit down and unravel all the cheats to make the character "legal". I'm assuming you're friends. Friends can be forgiving when mistakes are made.


Just point out to your player, the part where it reads, "You create items of this type 25% faster than normal,". Normally, without the feat, he can't craft the items. Simple as that.


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The way I've always understood it, sorcerers are natural magic users. They don't study and learn spells and spell formulae. They just wave their hands, say a few words that make sense to them and the spell happens. Wizards learn to write magic onto paper and study that paper to memorize the spell.

A sorcerer never learned the proper formula for a spell, so he can't write a formula down. As for a spells scroll, a sorcerer writes down some magic-looking gibberish and imbues that mess with a spell. Casting detect magic or read magic to identify the spell is more of the caster identifying the magic in the scroll than the writing on the paper.

My suggestion would be to keep his bluff skill high and write down magic-looking jargon in a book and prepare to study it. If a wizard gets ahold of the book and tries to learn the spells, casting read magic would be a dead giveaway that something's not right. Without casting read magic, maybe a knowledge arcana or spellcraft check against the character's bluff check (used when writing the "spell") would be needed to realize the hoax.

A wizard definitely couldn't learn a spell out of the spellbook because it's not a real spellbook. It's a con.

Again, that's just my take on how it would work based on how I've always understood it.


We're fighting as a group. The opponent(s) will be random every time, within reason, to match our level. I doubt we'll face swarms or incorporeal any ti e soon, but it will be random.


"The GM might approve other animals as suitable mounts."

I think that just about covers it. Find a dinosaur that's the same CR as one of the creatures they list and check with your GM.


Also, for 3rd level feat, I was planning to take Dramatic Display... Again, assuming we're doing the performance combat thing.


I think the Daywalker spell would cover it. The Protective Penumbra spell does actually cite vampires as something that would benefit from the spell.

If you're running the game, it's your call whether those spells will cover it or, as you mentioned that you don't want to do, give the vamp an item.... Not a ring. Maybe a cloak.

However, I think Daywalker would cover it. Protective Penumbra, definitely.


So, my group has decided that, when somebody doesn't show up, instead of NPCing his character, we're gonna make characters and do some arena fighting. Not against each other. We're starting at 1st level and after each fight, we level up.

My idea is a sort of professional wrestler. I'm not sure if we're using the performance combat rules, yet, but assuming we do, here's my concept.
By the way, it's 25 point buy...

1st level: Barbarian Flesheater who paints himself to look like a ghoul and uses an earthbreaker. He doesn't rage until after an opponent has been killed then he makes a big production out of taking a bite then raging.

STR 16 (18 with human +2)
DEX 14
CON 15 (that will be my level 4 attribute increase)
INT 8
WIS 10
CHA 14

Trait: Thunder and fang performer
Trait: Reactionary

Bonus human feat: Weapon Focus
1st level feat: Power attack

2nd level, take Fighter- Gladiator
the bonus fighter feat will be Dazzling display

3rd level, take barbarian

4th level take fighter then, after that, exclusively barbarian.

Any thought? Suggestions?


Aquatic creatures can't breathe air.
I would go by the holding breath rules. 2 rounds/ point of CON.


Maybe you can get your GM to allow the lightning bolt to return to your hand, but you better be wearing a rubber glove. If you guys are playing "high fantasy" game and playing a little fast and loose with the rules to just have a little fun, it would be pretty cool for the lightning bolt to come back and you throw it one more time or you carry a lightning bolt with you forever.
Otherwise, yeah. the javelin is consumed when you throw it, so there's nothing there to have the enchantment on it. Just like if you throw a hammer with returning, but it gets disintegrated.


Yup. When you're in total defense, you don't threaten any squares, so you wouldn't be able to make use of the feat.


Except that the Paladin actually does have the channel energy class feature. That 100% qualifies for the channel feats that require it.
The life oracle with the channel revelation is a little more of a gray area, but like the feat we're talking about now, I would probably allow it.


Azothath wrote:
TriOmegaZero wrote:
I've seen plenty of four/five class characters in organized play, but I think the most I've done is three. Maybe I had a four class character back in 3.5, but I've forgotten.
probably in the forgotten realms... ( ͡° ͜ʖ ͡°)

HA!


If you went strictly by what the rule says... The feat states "Acanist Exploit Class Feature".
The Exploiter wizard has the "Exploiter Exploit" class ability. That allows you to gain Arcanist Exploits, but it's not actually the "Arcanist Exploit class feature" mentioned as the prerequisite for the feat.

That said, ask your GM if they'll allow it. I could see a case for yes or no.


She could throw salve of slipperiness amongst the group and, if anybody falls, she can start shooting at them and comment something like shooting fish in a barrel... or rats in a grease trap. LOL

I only thought of the flying carpet because I had a mental image of her sitting with books stacked around her (the ones she thinks are useful) and a couple of open books floating around her and her reading from them.

By the way, a Dispelling pistol would be so mean.... Dispelling the party buffs with each shot...


Well, she'll need something to let her fly.
I had a mental image of the party walking in to see her two clockwork body guards standing near the column, the smoking clockwork librarian is between them looking up and pleading with Sophia to stop messing up the library. "worthless" books lie scattered on the floor while Sophia sits on a flying carpet with several stacked books sitting on the carpet... The "useful" books. An unseen servant holds a few more books open around her.
A funny thing could be, as she flies around on her carpet, fighting, the open books follow her around.

As for combat, I'd start with her casting Vanish and having her clockwork soldiers attack while she buffs. Either the Reach metamagic feat or a rod of reach and cast blur on the soldiers. Have both solders focus on disarming the first round then have one disarm while the other goes after spellcasters. Have a haunting mists spell ready. It will hinder everyone's vision, but the constructs will be immune to the shaken and wisdom damage.
The swipe spell could be useful against wand users.
If a spellcaster is close enough to a book shelf, have to unseen servant "move" the books off the shelf onto them. Maybe cause a CL check for a caster to cast.

As for equipment, aside from the possible metamagic rod of reach, a couple of arrow magnets will be useful against ranged attacks.... Of course, she can't shoot anybody that's got the cube in the way either, so no shooting back at archers.
An origami swarm could be a good distraction as well as throwing a jar of salve of slipperiness amongst the party.

Of course, the whole time the combat is going, the librarian gets in the way as it runs around trying to get books out of the way as it pleads with everyone to stop fighting in the library. LOL


I just had to download the book to see what you were dealing with. Have you decided which encounter to substitute? What room were you planning to use?


I'm thinking 4 levels of alchemist- Gun Chemist. 3rd level he gets the extra d6 of fire damage (2d6+INT Mod) and another discovery at 4th.

I do like that Longshot extract.....


"Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms."

With the third arm, he can shoot and reload while holding a pistol in his other two hands. So, while I was envisioning three guns firing, two with "reload-hand" will still be cool.

For some reason, I had it stuck in my head that two-weapon fighting was only melee. Thanks for enlightening me. I'll definitely pick that up.

Thanks for all the cool suggestions!


"Thus goblin Alch 2 Gunslinger N-2."

Pardon my ignorance, but what's the "N" in "N-2"?

I played around with it a little and found the Gunchemist.

What I came up with may not be very effective. As I said, I've never played either of these classes and I'm not feeling well, but here's what I have.

STR 8
DEX 21
CON 12
INT 15
WIS 15
CHA 8

1st level: Alchemist- Gun Chemist (Feat: Rapid Reload)
2nd level: Alchemist- Gun Chemist (Discovery: Vestigial arm)
3rd level: Gunslinger - Pistolero (Feat: Improved Initiative)
After this, probably just alternate classes or build up Gunslinger faster.

For his formulae (or spells or extracts... I'm mixing it up, I know), definitely taking Shield and Expeditious Retreat. I'll give him a high acrobatics and make him a mobile shooter. I envision him using three pistols, but the vestigial arm doesn't give him another attack, so that'll be his reload arm. LOL
Is there a good way to give him two attacks. Pistol in each hand?

Feel free to poke holes in what I've done for the reasons I gave above.


Thanks, but I'm looking for a three-armed goblin.
I didn't see anything in your build that would give the tiefling 3 arms.


So, I'm sitting home at night, down with Covid and a little medicated... I had a mental image of a 3-armed goblin gunslinger. I don't think you can get a third arm unless you mess around with your body and I think Alchemist can get do that.
Seeing as how I've never played either of those classes.... And can't focus enough on the rules to figure it out, right now, anybody have any thoughts on a build?
Figure 25-point attributes.

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